Shooting-Blast weapons don't roll to hit, they just scatter. They now operate like template weapons in that any model touched by the blast is hit. No more "roll 4+ for partial" stuff. A unit firing multiple blast weapons (a SM Dev squad being the example) fires like a multiple barrage unit would in 4th edition. Scatter once, then lay the blasts off of the original template. These two things might make up for the lack of a to-hit roll. You don't need to center the hole over someone when you place it before determining scatter.

-You can shoot over other squads if you can see over them because of elevation, etc. You can always shoot at vehicles or monstrous creatures over other squads.

-Line of Sight: It's units that block LoS, so you shouldn't worry about spending 45 minutes drawing LOS from each individual trooper to each individual target. You draw LOS from the eyes of the model. Area terrain gives cover saves. There's an entire chapter on ruined buildings and how they affect line of sight (like a mini Cities of Death). I honestly don't remember if 6" of terrain blocks sight or not.

-After shooting and wounding, you can choose to become pinned. You get a +1 to cover save (or a 6+ if you're in the open). It's the "get down!" rule.

- Flamers: You now determine wounds for all template weapons firing from a squad before you take saves or remove casualties.

-Gets Hot! is back to the 3rd ed version. So that Ork character doesn't have to worry about rolling 3s on his plasma gun.

Assault-Assaulting in cover: If you assault someone in cover, and you don't have grenades, you now become initiative 1 (instead of them becoming init 10). This works a lot better when more than two units are in combat.

-If you are charged while broken, you make another fall back move immediately. If you don't get away (i.e., they can still reach you), you're destroyed. If you do get away, you get away.

-Preferred Enemy now allows you to reroll all misses, instead of hitting on a 3+.

Vehicles-No shooting of defensive weapons if you move full speed.

-Smoke launchers are a 5+ cover save.

-Vehicles can now get up to a 3+ cover save, depending on what they're hiding behind.

-No re-roll of wounding against transported infantry no matter how far you moved.

-Fire all weapons if you stay still (except Ordnance, it's got special rules). Fast vehicles can fire everything if they move up to 6". If you move, you can fire 1 plus defensive weapons. Fast vehicles can move up to 12" and fire 1 plus defensive. If you move more than 6", you only fire defensive (I think you can still fire defensive weapons here, but I'm not 100% on that).

-Fast vehicles can move up to 18" (their max speed now) and only fire defensive.

-Vehicles can only fire at one target. I did not see any special rules for sponsons firing at multiple targets.

-Vehicle damage chart: It's about halfway between the glancing and penetrating charts of today (1-2 is the can't shoot/move thing, 3 is weapon, 4 is immobilized, 5-6 destroyed/annihilated). Glance is a -2. If you are glanced, your vehicle can at most be immobilized.

-Transports: If your transport is destroyed, passengers now take a S:4 hit, saves allowed (instead of a 4+). If an open-topped transport is destroyed, it's a S:3 hit because its easier to disembark.

Miscellaneous-Still saw nothing on 6" plus of area terrain blocking line of sight. You CAN declare certain types of terrain as LoS blocking -- it just has to be done before the game. You also decide what is difficult, what is dangerous, and what is impassable. Certain things can be difficult for one type of model and not difficult for another. So tank traps might be dangerous terrain for vehicles, but count as clear terrain for infantry. A river might be impassable for infantry, but dangerous for vehicles. You just have to decide before you play. I like this, as it gives more power to the players.

-Force weapons now just inflict instant death instead of that weird pseudo-instant death.

Shooting-There's now a reason to have a BS higher than 5 (can we say 2+/5+?).-All models friend or foe now block line of sight. Vehicles and Monstrous Creature can be targeted over intervening infantry.-Area terrain does not block line of sight.-All blast weapons now scatter.

Vehicles-Defensive weapons on vehicles are now Str 4 and below.-Skimmers Moving Fast is now a 5+ cover save. (I have heard this is the new rule for All Obscured Targets)-Dedicated transports can now carry any unit (subject to normal restrictions, i.e., no Terminators) and are no longer the deathtraps they have been (no entangling, just pinning).-AP 1 weapons add +1 to the vehicle damage chart instead of doing as they do now.-Ordinance weapons roll 2d6 and pick the highest on the vehicle damage table.

Miscellaneous-Independent Character targeting restrictions have been eased.-There is no IC protection any longer unless he is joined to a unit-ICs within 2" of a unit automatically join it.-Dark Eldar are not gone, as they're mentioned in the rules (their jetbikes DO get the 6" assault).-Frag grenades operate as plasma grenades now.-Monstrous creatures get move through cover, not a reroll.-Saving Throws are now made AFTER wound allocation. This means you could still roll all your generic troopers as a group, but will need to roll for each special model (serg, heavy weapons, etc) one by one. Torrent of Fire is gone.

Missions-The missions are different enough that Troops only counting as scoring isn't as big a deal as it would be today.-Victory points are calculated differently in "cleanse" style missions (points calculated depending on the FOC slot the dead unit took up).-Scouts and Infiltrators can now try to outflank the enemy and come on as reserves from a different board edge.-Deepstrike is the same, but if you can't place all the models, you roll on the "deepstrike mishap" table (50% you're dead, 50% you place yourself anywhere you like).

Overall, the rules look a lot more detailed. Not as detailed as 2nd edition, but now there's a difference between a guy standing on the roof of a building and a guy standing in the basement. Actual line of sight matters a lot more than "pretend" line of sight now.

I think it's time for another summary. This is complete as I've been able to make it based on the responses in this thread. My own additions are in [square brackets].

QG [HQ?]

Bloodthirster- very strong, best stat in the book, on assault fase he can Istant Kill a space marine character in close combat- his Initiative is like a marine.- Mortal Strike: Range 12 S7 AP 2 weapon- when assaulting he get S8- have furios charge and 2+ inv save against psionic power and force weapon, wings and chaos armour. Is good, very good with 5 attack

Great Unclean One- has feel no pain, immune to instant death, T6 I2 and slow and purposeful.- Poor Nurgle is very resiliant but sucks for initiative and powers respect the other three.

Lord of change- is very powerfull: have a sort of force weapon, all the tzeentch gift and shooting power, he can shoot 3 times at 3 different target- have 3+ Inv. save

Keeper of Secrets- is less stronger [than a bloodthirster] but made more attack and shoot a "Lash" like power- can Hit and Run and have assault and defensive granates, plus Fleet.- Very good stat, the Hightest Init in the game,- have Hit and Run rule and assault and defensive granates. Can shoot 2 times.- has Rage 18" S4 AP 3 Assault 3 and the Pavane of Slaanesh (lash like power)

(Undivided Greater Daemons only a Special Character)

Herald (2 for 1 slot)- you can have Heralds of [any] combination of the god[s] you like (eg. Can have Nurgle and Tzeentch heralds in the same HQ)- No Undivided Heralds- [chariots are] herald only and change the stat of the Herald and they loose the Indipendent character status

- Nurgle Herald:noxious touch [Gift]: wound 2+ in HtHboon of mutation [gift]: see CSM psichic power, only is a ranged weaponCloud of flies [gift] are like have assault and defensive granates [grenades?]aura [of decay - gift] is a worthless S2 AP - Shoot in HtH to all model in 6" like CSM powerplaguesword [Standard equipment?] is like the one in the old chaos codex

- Tzzentch Herald:"we are legion" [gift]: it allows to shoot at two different target with different weaponSoul Devourer [gift?]: Psionic [Force?] WeaponMast[e]r of Sorcery[gift?]: Can shoot 2 times with different weapons (i.e. monstruos creatures can shoot 3 times)

Fiends of Slaanesh- have 2 wounds and are immunes to istant death.- also they are beast.

Beast of nurgle- are like very toxic, tougth but slow spawn... (FNP and poisoned attack)- can do a tremendous ammount of attacks

TROOP- The troop choice ar[e] very cheap (not as an ork but cheap)

Daemonettes (most powerfull choice)- fleet and rending- are the better choice non only for rending, but for their cost.- 5-20 per unit- [cost] less then Lesser Daemon in CSM codex

Bloodletters- PW and FC- cost less then a Chaos space marines- no armour[save]- have the Toughness of a Space Marine- 5-20 per unit

Plaguebeares- FNP, Posioned Weapons, Slow and Purposeful- [cost] less then Lesser Daemon in CSM codex- 5-20 per unit- have toughness one point more then lesser daemons

Pink Horrors (w/special charcter)- Special character (the Changeling)- Shooting one: shoot a S3 ap3 bolt and have access to one bolt of tzeentch for troop choice- cost less then a Chaos space marines- 5-20 per unit

furies

nurglings- they cost like a ork- worse [stats than an imperial guardsman],- if the daemons are Immune to Istant death they are usefull for the 3 wound.- they have not FNP, only the Swarm rule

LIGHT SUPPORT [FAST ATTACK?]

Bloodcrushers

Seekers of Slaanesh- are mounted daemonettes not the SoC one.- they have daemonettes stat plus 1 attack and are Cavaller [Cavalry?]

Soulgrinder (modified Defiler)- 2 close combat weapon, one Mawcannon (whitch can be ugraded) and a Reaper.- Is a walker

Daemon Prince (very customizable choice)- Daemon Prince Stat are lower then the CSM one, is cheaper, but can buy upgrade to became as the QG choice.- Can be more dangeruos in HtH then the CSM (expecialy the nurgle one) or if marked Tzeentch be a very good mobile fire base- [Nurgle?] DP fly and can wound anything at 2+

SPECIAL CHARACTERS

There are 3 special Greater Daemons (one for Nurgle, one For Tzeentch and one Undivided) and 4 Special Herald ( one for God)

Nurgle Greater Daemon Character- Kugath the plaguefather- have two special rules: Blessing of Pus and nurglings infestation

Nurgkle Herald Character- Epidemius

Slaneesh Herald Character- the Masque- special rule called the eternal dance and a inv save of 3+,- can shoot two Lash of submission like power for shooting fase

Tzzentch Greater Daemon Character- oracle of Tzeentch- is a monstruos creature with 1 wound ( I suspect some strange rule)

GENERAL RULES:

All Daemons have Invulnerable save, can be placed in deep strike and have immunities versus Istant death

All codex entries (yes, even the Soulgrinder) are daemons.

They can't be included in Chaos Space Marines armies, they are an inidipendet force.

A full God army can be made, the strenght of the force varies for the choosen God (IMHO Mono-Tzeentch and Slaanesh are the strongest)

ICONS:[Daemons] can be placed all in deep strike, and than enter in play at 6" from an icon and assault.

It's very expensive for troops (10 points less the then a lascannon to a Choosen CSM unit) but cheap for DP (like a flamer)

OTHER:- no nurgle or tzeentch cavalry, the first have Daemon Beast and the second Screamers (that are considered jetbike)- there is no psionic power, only shooting weapon!!! is this one of the strongest thing in the list- there is no daemonic weapon for normal QG, don't know for special one.- Nugle sucks very bad. It's very tough but slow like hell and can go only in HtH to do some damage, but only GD and DP negates saves- Nurgle DP is a must [for all-Nurgle armies]- bolt of change is S9 AP2

‘5th’ edition 40K is due for release in 2008 although we have conflicting reports about the release date, it’s going to be either summer or more probably autumn (GDUK 08).

There will be a new rulebook and new starter set which will be Orks vs marines, it will include both troops and vehicles (a marine dreadnought is likely and possibly others). The 3up grot seen at UKGD ’07 is also for the starter box.

Rumoured rules amendments

1. the addition of a ‘run’ option (similar to fleet but with a trade off to keep fleet special).2. Improvements to the cover save rules.3. Rending toned down (auto wound if you roll a 6 to wound & reduction in effectiveness against vehicles).4. Template(Blast) weapons rules streamlined.5. Sniper weapons rules amended (rending probable)6. Close combat rules amended with a combat resolution phase similar to fantasy7. Single vehicle damage table.8. Vehicles without a WS always get hit in the rear armour.9. Vehicles able to ram10. Other vehicle amendments11. Mission rules changed in a similar manner to Apocalypse (no more Alpha, Gamma or Omega).12. Only non vehicle non swarm troop choices are scoring units.13. Vehicles types are adjusted (the rumoured skimmer nerf)

Overall the ruleset hasn’t changed dramatically but areas have been clarified, streamlined and in some cases brought closer to 2nd edition.

I’ll add to the list as we hear more. Don’t forget these are rumours and should not be treated as the truth.

Ok, since its Christmas I'll spill what little I know.(...) It just feels like years of developing the game for strict tournament play is no longer the focus of the game...now it’s more about fun and creativity as we've witnessed with Apocalypse...and will see with...PLANETSTRIKE!

Yes, Planetstrike is the name of the next supplement (unless someone at GW reads this, gets mad and changes it out of spite). It’s about taking the game into the 3rd dimension (Waa?). This is why you’ve been hearing about a deepstrike book; but it’s much more than that! It is about adding flyers and drop pods into the game but also about fighting missions with a clear attacker/defender. I’m sure this has been said before elsewhere so consider this another “confirmation” if you will. There will be a plastic SM drop pod that can also be a chaos deathclaw (I think that’s what it’s called). There will be plastic storm troopers (look like kasrkin) and a plastic valkyrie. The Valkyrie may even be available as a transport in the next guard codex. There are also several new terrain kits in the works. A landing pad, a defence laser and a bunker. All of these can be combined to create a fortification and it goes without saying that they are compatible with the current CoD building sets. There are some other things I’ve heard about Planetstrike, but I’m waiting for a second source to confirm them before I spill.

Planetstrike will be released at GDUK AFIK since 5th will now be out at the beginning of the summer (they switched places for some reason). (...)